Gameberry Studio's 'Hunter Raising' Surpasses ₩30 Billion in Cumulative Revenue

Source: Aimed

게임베리 스튜디오 '헌터 키우기', 누적 매출 300억 원 돌파
©Gameberry Studio

'Hunter Raising,' a mobile idle RPG developed by Gameberry Studio, a subsidiary of venture studio Aimed (CEO Lim Hyung-chul), has surpassed ₩30 billion in cumulative revenue about three years after its April 2023 launch. The game reached ₩10 billion in cumulative revenue in its first year and ₩200 billion in its second. With this latest milestone, it continues to maintain a steady annual revenue growth of ₩10 billion.

Gameberry Studio attributed this success to consistent updates, user-centric monetization (BM) design, and the operational expertise of its parent company Aimed's in-house UA (User Acquisition) team. The company stated that its UA strategy, which prioritizes long-term Lifetime Value (LTV) over short-term returns, remains the core driver of revenue growth even three years post-launch.

There has also been a shift in the profit structure. Following the introduction of 'NewPlay,' a web shop platform dedicated to game items, store commission fees were significantly reduced, leading to higher operating profits on the same revenue. In the first quarter of its introduction, monthly revenue grew by 30% and operating profit nearly doubled; at the three-year mark, the game hit record-high monthly revenue and operating profit simultaneously.

Gameberry Studio has established a system to share the live operations, UA, and BM design expertise accumulated through 'Hunter Raising' with other internal teams, and is currently developing new titles in parallel.

Aimed CEO Lim Hyung-chul said, "We are realizing that the know-how accumulated by deeply exploring a single genre and iterating on operations and development creates a gap that is difficult to bridge by simply following short-term trends. The ₩30 billion milestone for "Hunter Raising" is a result of that expertise, supported by a profit structure that achieves an operating margin of 50% even in a highly competitive genre." He added, "We will continue to focus on fun that satisfies users' sense of achievement and desire for growth, while further refining our expertise in designing systems, balance, and monetization."

This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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